mirror of
https://github.com/italicsjenga/gba.git
synced 2024-12-23 19:01:30 +11:00
121 lines
3.3 KiB
Rust
121 lines
3.3 KiB
Rust
#![no_std]
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#![no_main]
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use core::fmt::Write;
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use gba::prelude::*;
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#[panic_handler]
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fn panic_handler(info: &core::panic::PanicInfo) -> ! {
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if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Fatal) {
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writeln!(logger, "{info}").ok();
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}
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loop {}
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}
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#[allow(dead_code)]
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const FOO: Align4<[u8; 3]> = include_aligned_bytes!("foo.txt");
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#[link_section = ".ewram"]
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static FRAME_KEYS: GbaCell<KeyInput> = GbaCell::new(KeyInput::new());
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#[link_section = ".iwram"]
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extern "C" fn irq_handler(_: IrqBits) {
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// We'll read the keys during vblank and store it for later.
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FRAME_KEYS.write(KEYINPUT.read());
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}
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const TILE_LAYOUT: [u32; 512] = {
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// Rust's const eval is limited at the moment, but with a bit of careful math
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// we can set up `u32` values that store the right data. Tile maps are 32x32
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// `u16` values, so when packing it as `u32` instead we have to throw in some
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// `/2` stuff in a few places. Seperately, the tiles that we're using come
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// from an image that was drawn as a 16 by 16 tile sheet, so most of the
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// layout's area will be left as zero. Thankfully, tile index 0 is a blank
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// tile in this tileset, so it all works out.
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let mut data = [0; 512];
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let mut r = 0;
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while r < 16 {
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let mut c = 0;
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while c < 16 {
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let index = r * (32 / 2) + (c / 2);
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let a = r * 16 + c;
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let b = r * 16 + c + 1;
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data[index] = (a as u32) | ((b as u32) << 16);
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//
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c += 2;
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}
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//
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r += 1;
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}
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data
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};
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#[no_mangle]
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extern "C" fn main() -> ! {
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RUST_IRQ_HANDLER.write(Some(irq_handler));
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DISPSTAT.write(DisplayStatus::new().with_irq_vblank(true));
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IE.write(IrqBits::VBLANK);
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IME.write(true);
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if let Ok(mut logger) = MgbaBufferedLogger::try_new(MgbaMessageLevel::Debug) {
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writeln!(logger, "hello!").ok();
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let fx_u: Fixed<u32, 8> =
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Fixed::<u32, 8>::wrapping_from(7) + Fixed::<u32, 8>::from_raw(12);
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writeln!(logger, "fixed unsigned: {fx_u:?}").ok();
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let fx_i1: Fixed<i32, 8> =
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Fixed::<i32, 8>::wrapping_from(8) + Fixed::<i32, 8>::from_raw(15);
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writeln!(logger, "fixed signed positive: {fx_i1:?}").ok();
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let fx_i2: Fixed<i32, 8> = Fixed::<i32, 8>::wrapping_from(0)
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- Fixed::<i32, 8>::wrapping_from(3)
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- Fixed::<i32, 8>::from_raw(17);
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writeln!(logger, "fixed signed negative: {fx_i2:?}").ok();
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}
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{
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// get our tile data into memory.
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Cga8x8Thick.bitunpack_4bpp(CHARBLOCK0_4BPP.as_region(), 0);
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}
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{
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// get the the tilemap copied into place
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let tsb = TextScreenblockAddress::new(31);
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tsb.write_word_array(&TILE_LAYOUT);
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}
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{
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// Set BG0 to use the tilemap we just made, and set it to be shown.
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BG0CNT.write(BackgroundControl::new().with_screenblock(31));
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DISPCNT.write(DisplayControl::new().with_show_bg0(true));
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}
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let mut x_off = 0_u32;
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let mut y_off = 0_u32;
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let mut backdrop_color = Color(0);
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loop {
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VBlankIntrWait();
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// show current frame
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BACKDROP_COLOR.write(backdrop_color);
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BG0HOFS.write(x_off as u16);
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BG0VOFS.write(y_off as u16);
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// prep next frame
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let k = FRAME_KEYS.read();
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backdrop_color = Color(k.to_u16());
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if k.up() {
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y_off = y_off.wrapping_add(1);
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}
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if k.down() {
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y_off = y_off.wrapping_sub(1);
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}
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if k.left() {
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x_off = x_off.wrapping_add(1);
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}
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if k.right() {
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x_off = x_off.wrapping_sub(1);
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}
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}
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}
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